They've added more things to the website, (http://na.finalfantasyxiv.com/) including a lot of information about the jobs. Since I'm getting excited about XIV and had time I wrote up a short thing about them.
Looking at the jobs in XIV there seems to be a real focus on weapons rather than jobs. And these are broken down into (1) Hand to Hand (2) One Handed Weapons (3) Two Handed Weapons (4) Spears – which are apart from the other 2 handed weapons because they are wielded differently and (5) Ranged weapons. The only type that isn’t covered in here would be dual wielding, so maybe that would be something we see in the future. But I think for the most part there will not be any many new jobs past these 5.
Now looking at Magic there’s two types here. Drawing power from without (the environment) and drawing power from within (self power). The only thing I could think they could expand on here in the future would be drawing upon crystallized power. Or music could be another form of magic in the future (Bard). And maybe having a ‘gambler’ job could have cards to get effects. But having a without and within as the two sources of magic kinda covers all the main bases there just like the melee jobs cover all the bases with their 5 jobs.
Looking at the Melee jobs:
Archer is the Ranger from XI with a little Thief thrown in there. They’re ranged DD and not good up close which is why they got ‘Flee’ so if the enemy does get close they can run away. Storywise the famous Archers are the Elezen military and Miqo’te hunters.
Lancer is the Dancer from XI that uses a spear instead of daggers. They can actually stay back away from the target more than the other melee (range/distance looks to play a factor in things) and they have ‘Trick Attack’ from Thief. Storywise the famous lancers were the legions of Ala Mhigo (the city-state that was destroyed in the backstory).
Gladiator is a combination of Warrior and Paladin from FFXI. It is the sword/shield job that can attack or defend well. A lot of the abilities look to have come from XI’s Paladin. I see them being the main tank most of the time.
Marauder is a combination of Warrior and Dark Knight from FFXI. It is the master of 2 handed weapons (except spear). It is adept at attacking as well as defending, and many of its abilities look to have come from XI’s Dark Knight. I see them being the strongest melee DD, as well as good at defending.
Pugilist is a combination of Monk and Thief from FFXI. They get ‘Steal’ and deal more damage from being behind the monster. They also have a provoke just like Gladiators and Marauders. So they can tank in a pinch (aka pull it off the mage/archer).
So between those 5 jobs, they cover War, Mnk, Thf, Rng, Pld, Drk, Dnc. With a little Drg and Sam. But since I don’t see any ‘pet’ classes I doubt Drg will have a wyvern. (Then again Kain and other Dragoons didn’t have Wyverns either.) No Ninja, Puppetmaster, Corsair or Beastmaster.
Moving on to the Magic Jobs:
Conjurer is the Elemental Mage. They use the powers of the elements in the world to draw powers from and shape that aether into the spells they use. Pretty much it has all the cures, buffs, debuffs and elemental spells that both White Mage and Black Mage had in XI. Storywise the guild for them is in Gridania.
Thaumaturge is the Blood Mage. They use the powers within themselves to create magic into the world around them. They get all the ‘Dark Magic’ spells that are in XI from Black Mage, Dark Knight and Red Mage. They heal others by sacrificing their HP to give the target HP back. (Truthfully this is reminding me more of the Necromancer in Everquest.) Storywise the main guild for them is in Ul’dah.
So these really cover Whm, Blm, Rdm, Sch. But no Bard, Blue Mage or Summoner.
Personal thoughts:
They've kept most job features in one way or another. With the exception of getting rid of all 'pet' classes.
The two jobs I tend to lean towards have been scattered throughout the other classes available. (Thief and White Mage). I do like that most jobs have ways of healing themselves so you don’t need to have a dedicated healer, just one that can help if things get rough. But right now I’m thinking I’d be making Nekaru as a Miqo’te from Gridania who was an explorer and cook and would go adventure to come back and tell tales of what she did, as well as bring back new foods (because she liked to eat). And job-wise focus on Archer and Conjurer with a little Pugilist thrown in.
Looking at the jobs in XIV there seems to be a real focus on weapons rather than jobs. And these are broken down into (1) Hand to Hand (2) One Handed Weapons (3) Two Handed Weapons (4) Spears – which are apart from the other 2 handed weapons because they are wielded differently and (5) Ranged weapons. The only type that isn’t covered in here would be dual wielding, so maybe that would be something we see in the future. But I think for the most part there will not be any many new jobs past these 5.
Now looking at Magic there’s two types here. Drawing power from without (the environment) and drawing power from within (self power). The only thing I could think they could expand on here in the future would be drawing upon crystallized power. Or music could be another form of magic in the future (Bard). And maybe having a ‘gambler’ job could have cards to get effects. But having a without and within as the two sources of magic kinda covers all the main bases there just like the melee jobs cover all the bases with their 5 jobs.
Looking at the Melee jobs:
Archer is the Ranger from XI with a little Thief thrown in there. They’re ranged DD and not good up close which is why they got ‘Flee’ so if the enemy does get close they can run away. Storywise the famous Archers are the Elezen military and Miqo’te hunters.
Lancer is the Dancer from XI that uses a spear instead of daggers. They can actually stay back away from the target more than the other melee (range/distance looks to play a factor in things) and they have ‘Trick Attack’ from Thief. Storywise the famous lancers were the legions of Ala Mhigo (the city-state that was destroyed in the backstory).
Gladiator is a combination of Warrior and Paladin from FFXI. It is the sword/shield job that can attack or defend well. A lot of the abilities look to have come from XI’s Paladin. I see them being the main tank most of the time.
Marauder is a combination of Warrior and Dark Knight from FFXI. It is the master of 2 handed weapons (except spear). It is adept at attacking as well as defending, and many of its abilities look to have come from XI’s Dark Knight. I see them being the strongest melee DD, as well as good at defending.
Pugilist is a combination of Monk and Thief from FFXI. They get ‘Steal’ and deal more damage from being behind the monster. They also have a provoke just like Gladiators and Marauders. So they can tank in a pinch (aka pull it off the mage/archer).
So between those 5 jobs, they cover War, Mnk, Thf, Rng, Pld, Drk, Dnc. With a little Drg and Sam. But since I don’t see any ‘pet’ classes I doubt Drg will have a wyvern. (Then again Kain and other Dragoons didn’t have Wyverns either.) No Ninja, Puppetmaster, Corsair or Beastmaster.
Moving on to the Magic Jobs:
Conjurer is the Elemental Mage. They use the powers of the elements in the world to draw powers from and shape that aether into the spells they use. Pretty much it has all the cures, buffs, debuffs and elemental spells that both White Mage and Black Mage had in XI. Storywise the guild for them is in Gridania.
Thaumaturge is the Blood Mage. They use the powers within themselves to create magic into the world around them. They get all the ‘Dark Magic’ spells that are in XI from Black Mage, Dark Knight and Red Mage. They heal others by sacrificing their HP to give the target HP back. (Truthfully this is reminding me more of the Necromancer in Everquest.) Storywise the main guild for them is in Ul’dah.
So these really cover Whm, Blm, Rdm, Sch. But no Bard, Blue Mage or Summoner.
Personal thoughts:
They've kept most job features in one way or another. With the exception of getting rid of all 'pet' classes.
The two jobs I tend to lean towards have been scattered throughout the other classes available. (Thief and White Mage). I do like that most jobs have ways of healing themselves so you don’t need to have a dedicated healer, just one that can help if things get rough. But right now I’m thinking I’d be making Nekaru as a Miqo’te from Gridania who was an explorer and cook and would go adventure to come back and tell tales of what she did, as well as bring back new foods (because she liked to eat). And job-wise focus on Archer and Conjurer with a little Pugilist thrown in.